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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1489026" data-attributes="member: 1223"><p><strong>Jack Horntail</strong></p><p></p><p>The following fiend is a 3.5 barbed devil with the Possessing template from FFG’s <em>Monster’s Handbook</em>. The Mind Whispers feat (which allows an outsider with telepathy to mentally demoralize an opponent) is also from this book. The Humaniform feat (which allows a fiend or angel to shapechange into a humanoid form) is from Malhavoc’s <em>Anger of Angels</em>. The Daunting Presence feat is from the <em>Miniatures Handbook</em>, and the Vile Natural Attack feat is from the <em>Book of Vile Darkness</em>.</p><p></p><p>=====</p><p></p><p>JACK HORNTAIL <em>is a fearsome infernal spirit that acts as a chief guard in the Prison of the Winged Wolf</em>.</p><p></p><p><strong>Jack Horntail:</strong> possessing barbed devil (hamatula); CR 13; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 12d8+72; hp 136; Init +4; Spd 30 ft; AC 27, touch 14, flat-footed 23; BAB +12; Grp +23; Atk +19 melee (2d8+7 plus 1 vile and fear, claw); Full Atk +19 melee (2d8+7 plus 1 vile and fear, 2 claws); SA fear, improved grab, impale 3d8+10, possession, <em>summon devil</em>; SQ barbed defense, DR 10/good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, incorporeal form, see in darkness, spell-like abilities, telepathy 100 ft; SR 23; AL LE; SV Fort +14, Ref +12, Will +13; Str 24, Dex 19, Con 23, Int 13, Wis 20, Cha 24.</p><p></p><p><em>Skills and Feats</em>: Concentration +18, Diplomacy +21, Hide +16, Intimidate +19, Knowledge (the planes) +13, Listen +17, Move Silently +16, Search +13, Sense Motive +20, Spot +17, Survival +17 (+19 following tracks or on another plane); Daunting Presence, Humaniform (human), Improved Grapple, Mind Whispers, Vile Natural Attack (claw).</p><p></p><p><strong>Fear (Su):</strong> A creature hit by Jack Horntail must succeed on a DC 23 Will save or be affected as though by <em>fear</em> (caster level 9th). Whether or not the save is successful, that creature cannot be affected by Jack Horntail’s fear ability for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Impale (Ex):</strong> Jack Horntail deals 3d8+10 points of piercing damage to a grabbed opponent with a successful grapple check.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Jack Horntail must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.</p><p></p><p><strong>Possession (Su):</strong> 1/day as a standard action while in incorporeal form Jack Horntail may attempt to possess the body of a living creature within 5 ft. This attack is a mind-influencing effect; constructs and undead are immune to possession. To possess the target, Jack Horntail must succeed at a Charisma check (+6) opposed by the target’s Will save. If Jack Horntail succeeds, it gains control of the target’s body for one day for every point by which it beat its target’s save. After this time, Jack Horntail must once again make a Charisma check opposed by a Will save. The process continues until Jack Horntail fails its Charisma check or is driven out. Any spell that can force an outsider to return to its home plane may be used to force Jack Horntail out of its victim’s body. As a standard action, Jack Horntail may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes.</p><p></p><p><strong><em>Summon Devil</em> (Sp):</strong> Once per day Jack Horntail can attempt to <em>summon</em> 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.</p><p></p><p><strong>Barbed Defense (Su):</strong> Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.</p><p></p><p><strong>Incorporeal Form (Su):</strong> At will as a full-round action Jack Horntail may assume an incorporeal form. While in this form Jack has the following stats: (AC 21, touch 21 flat-footed 17, Atk —, Str —). Jack is immune to all nonmagical attack forms and can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, Jack has a 50% chance to ignore any damage from a corporeal source, except for positive energy, negative energy, force effects such as <em>magic missile</em>, or attacks made with <em>ghost touch</em> weapons. Jack can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Cannot pass through a force effect. Jack’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. Jack always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will—<em>greater teleport</em> (self plus 50 pounds of objects only), <em>hold person</em> (DC 19), <em>major image</em> (DC 20), <em>scorching ray</em> (2 rays only). 1/day—<em>order’s wrath</em> (DC 21), <em>unholy blight</em> (DC 21). Caster level 12th. The save DCs are Charisma-based.</p><p></p><p><em>Physical Description:</em> Jack Horntail appears as a tall devil with a long tail, its muscular form covered with nasty barbs. Jack has a high, conical head with two forward protruding horns, large pointed ears, a curved nose, and two curved, overhanging incisors.</p><p></p><p>Jack dwells in the City of Dis, where it serves as a guard to a prison of Merodach, the Winged Wolf, a Duke in service to Dispater.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1489026, member: 1223"] [b]Jack Horntail[/b] The following fiend is a 3.5 barbed devil with the Possessing template from FFG’s [I]Monster’s Handbook[/i]. The Mind Whispers feat (which allows an outsider with telepathy to mentally demoralize an opponent) is also from this book. The Humaniform feat (which allows a fiend or angel to shapechange into a humanoid form) is from Malhavoc’s [I]Anger of Angels[/i]. The Daunting Presence feat is from the [I]Miniatures Handbook[/i], and the Vile Natural Attack feat is from the [I]Book of Vile Darkness[/i]. ===== JACK HORNTAIL [i]is a fearsome infernal spirit that acts as a chief guard in the Prison of the Winged Wolf[/i]. [B]Jack Horntail:[/b] possessing barbed devil (hamatula); CR 13; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 12d8+72; hp 136; Init +4; Spd 30 ft; AC 27, touch 14, flat-footed 23; BAB +12; Grp +23; Atk +19 melee (2d8+7 plus 1 vile and fear, claw); Full Atk +19 melee (2d8+7 plus 1 vile and fear, 2 claws); SA fear, improved grab, impale 3d8+10, possession, [i]summon devil[/i]; SQ barbed defense, DR 10/good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, incorporeal form, see in darkness, spell-like abilities, telepathy 100 ft; SR 23; AL LE; SV Fort +14, Ref +12, Will +13; Str 24, Dex 19, Con 23, Int 13, Wis 20, Cha 24. [I]Skills and Feats[/i]: Concentration +18, Diplomacy +21, Hide +16, Intimidate +19, Knowledge (the planes) +13, Listen +17, Move Silently +16, Search +13, Sense Motive +20, Spot +17, Survival +17 (+19 following tracks or on another plane); Daunting Presence, Humaniform (human), Improved Grapple, Mind Whispers, Vile Natural Attack (claw). [B]Fear (Su):[/b] A creature hit by Jack Horntail must succeed on a DC 23 Will save or be affected as though by [i]fear[/i] (caster level 9th). Whether or not the save is successful, that creature cannot be affected by Jack Horntail’s fear ability for 24 hours. The save DC is Charisma-based. [B]Impale (Ex):[/b] Jack Horntail deals 3d8+10 points of piercing damage to a grabbed opponent with a successful grapple check. [B]Improved Grab (Ex):[/b] To use this ability, Jack Horntail must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body. [B]Possession (Su):[/b] 1/day as a standard action while in incorporeal form Jack Horntail may attempt to possess the body of a living creature within 5 ft. This attack is a mind-influencing effect; constructs and undead are immune to possession. To possess the target, Jack Horntail must succeed at a Charisma check (+6) opposed by the target’s Will save. If Jack Horntail succeeds, it gains control of the target’s body for one day for every point by which it beat its target’s save. After this time, Jack Horntail must once again make a Charisma check opposed by a Will save. The process continues until Jack Horntail fails its Charisma check or is driven out. Any spell that can force an outsider to return to its home plane may be used to force Jack Horntail out of its victim’s body. As a standard action, Jack Horntail may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes. [b][I]Summon Devil[/i] (Sp):[/b] Once per day Jack Horntail can attempt to [i]summon[/i] 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell. [B]Barbed Defense (Su):[/b] Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. [B]Incorporeal Form (Su):[/b] At will as a full-round action Jack Horntail may assume an incorporeal form. While in this form Jack has the following stats: (AC 21, touch 21 flat-footed 17, Atk —, Str —). Jack is immune to all nonmagical attack forms and can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, Jack has a 50% chance to ignore any damage from a corporeal source, except for positive energy, negative energy, force effects such as [i]magic missile[/i], or attacks made with [i]ghost touch[/i] weapons. Jack can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Cannot pass through a force effect. Jack’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. Jack always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. [B]Spell-Like Abilities:[/b] At will—[i]greater teleport[/i] (self plus 50 pounds of objects only), [i]hold person[/i] (DC 19), [i]major image[/i] (DC 20), [i]scorching ray[/i] (2 rays only). 1/day—[i]order’s wrath[/i] (DC 21), [i]unholy blight[/i] (DC 21). Caster level 12th. The save DCs are Charisma-based. [I]Physical Description:[/i] Jack Horntail appears as a tall devil with a long tail, its muscular form covered with nasty barbs. Jack has a high, conical head with two forward protruding horns, large pointed ears, a curved nose, and two curved, overhanging incisors. Jack dwells in the City of Dis, where it serves as a guard to a prison of Merodach, the Winged Wolf, a Duke in service to Dispater. [/QUOTE]
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